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A new major build of The Spatials: Galactology is now available! The main highlights for this build are:
- add richer popups for research tree
recipes, objects and floors have full panel info equivalent
- display mini recipe in info panel for products
separate from basic info to not be reduntant in research screen
- display mini "ingredient of" in info panel for resources
just list of icons for recipes
- update planet editor mod
- add all sprites for new civs
- hide walls should be persisting in the game model
- add build info text line about object solid mode
- add info text and image to pallet build info panel
- fix storage area once for all
stronger buildable check
on building area, refuses if room is not empty
for every other object building attempt (!) refuses if area is present
- hide aesthetics bar
- create new civ rules
- scale planet buildings to planet level (prev was only for enemies)
- auto scale station object hp based on unlocked invader level, plus some auto factoring of the kind of object
add manual factors for doors and similar
- auto scale station turret attack power based on invader tech level
- fix: interrupted vital objects do not reset pose to idle
- plain bed must be listed before officer bed
- building job and out of money keeps officers becoming busy for no reason
fix job sm to not go into wait-for-worker when missing money
- viz in galaxy for planets visited by autopilot
show icon in planets visited by autopilots
- more icon and progress vis on top of factories
feedback for % work progress, bar on top of object
icon with job warning
- spawn some kind of marker with the "incoming raiders" warning to indicate the area of arrival, 1m in advance
do a big circle with some random offset to avoid cheesing with floor deletion
- add hovering pirate etc shuttle over the spot where invaders spawn
enter and exit animations
- test drops on death on station (no problem with pickup or ship transports)
- item drops and pickup on planets
store metas in ship
on ship station arrival dump metas as new items
looter system for officers in planet
- show looted items in bridge stock view
- ship bridge placeholder job should not display warning icons
- add goal and counters for looting
- remove shower demands from master specs
- remove in-shop and in-storage components from resource stack when dismantling any pallet like object
re-enable passive shop and storage marking system
- item forge: masters with high xp can add random extra bonus to item
also change meta name
chance is factored over XP ramp past master level
Rare: +1 level bump for bonus, 15% max chance
Epic: +2 level bump for bonus, 5% max chance
Legendary: +3 level bump for bonus, 2% max chance
Powerful: +dmg, Surgical: +healing - don't add those to items that doesn't make sense to
Strong: +hp
add bonus on top of existing bonus for items that already have it
- alerts revamp: model
focus
must support checks for liveness
any entity from any world (also support planets)
position on a world
officer for staff
ship for bridge
planet
galaxy
introduce internal IDs for ships and officers (sigh)
icon: any frame or any officer id
flags for enabling minimize and trashing
keep existing flags for read, etc.
- alerts revamp: UI
update report log
icon with subject
clickable popup to focus
timer is prop to text size
minimize button to keep around in alert bar
icon alert bar shows latest alerts
trash button to remove from alert bar
- change alert popup display system
only one alert is ever displayed
icons for pending messages get an icon to indicate it
user can interact any time and override the displayed popup
each message gets a display time then moves away to display the next pending one
- more alerts
final code for autodeletion, respect the canTrash flag
keep just latest 10 alerts any required fixed alerts, independent of MAX_ALERTS
right click alert bar icon to delete it
check throttling for some alerts (going crazy, strike, demands)
add cursor rect for open alert popup over its icon in the bar
- fix: highlighted alert icons look bad
use a simple dot instead
- fix: panning from system to system is introducing artifacts
- items: introduce active items with crowd control power
- items: unify all bonus powers under a "power" stat
- items: classes can now factor over the bonus power
medics: extra power to healing
strategist, engineer: extra power to damage
diplomat: extra better CC power rolls
scientist: extra power to absorb
think about enemies too
pick a base bonus based on carried active item
- add factor and base bonus to aggressor info panel
- add spec factor bonus to staff screen
- fix equip matrix filter
- new standarized proc "carriers" for combat
Direct
affect a single target directly
Beam
point to a target or point then produce a ray that can hit anything between it and the target
Instant circle area
Centered on a target or point, affect everything inside its area
Projectile
an entity is spawned and moves in a direction until it hits something, or some time passes
Explosive projectile
same as projectile but does a circle area on hit, instead of single target
Reactive circle
a circle is put on a point or target, then ticks a proc fast, with a duration, start radius, end radius
procs are called at random for entity hits
Reactive projectile
same as explosive, but the circle is held for N seconds
- compose functions for sounds and sprites
- new standarized hit procs for damage and healing
proc is passed reason of call: hit with map, hit with entity, timeout
- port all existing items to the new proc system
test and debug
- new crowd control procs and items
add cc proc
support various kinds of cc
applied based on power formula roll vs max hp
stun attack items
- final attack selection for active items
- fix: after new combat changes, officer attacks and healings do not have any effect
- review random picker for enemy npcs for new items
- fix: sleep stun should work for all entities
- new shield items and mechanic
vis: hemisphere dome of horizontal lines
model: on every hit, a point query is performed to catch any friendly shield
then decrease delta from shield hp until it goes 0 or less, then destroy
also destroy on timeout
introduce optional delta proc for vitals
- bump save version
- wider squad bar buttons with hp bars
- fix: dont call hit proc on healing (blood)
- per-system civ alien ships
one potential ship per system
n equal to systems, so max 1 ship per system, goes nice with progression
model
declare all civ ships
add ship name to civ model
add shuttle name to civ model
fleet has separate set for civ ships
galaxy view iterates over both, disables most interactions for civ ships
- docking for visitors
"waiting for a free dock" concept
ships come from friendly systems by themselves and park in home
consider all home parked npc ships, visitor travel ship state must be VISITOR_SHIP_WAITING_DOCK
never use central teleporter
only use built docks
if all are in use, it waits parked for a max of X minutes
use correct shuttle for the ship civ
- fix: errors on notifications for sneakers and others
- fix: hit proc is randomly firing for blueprint objects
- fix: civ ships should not be clickable in any way
- fix invasion event: do it visitor ship based, with warnings
dont do it in the system tick, keep the central event control for this, and use a helper to find a system
use faster ship
so only can come from hostile systems
base invader level on tech unlock level, not highest planet level
divide event in two halves, so the raid event is independent from the ship launching event
- fix sneaker event: if no hostile systems are open, do not enable
and make sure aggressor civ matches a civ with open systems
- fix impostor event: if no hostile systems are open, do not enable
and make sure aggressor civ matches a civ with open systems
- proper rep deltas and display from killing enemies
- tourist deaths should carry large rep loses
- sync planet constructions with greatly increased rates
for all involved models (build, rep, storage, etc)
- fix: proper visitor ship timings
- tourism: advert buildings (1 per planet) makes visitor ship cycle go faster for their system, up to 3x
- system view with civ filter should display icon for embassy, recruitment and ads objects
- diplomacy system: delta+ for hostile
allow embassies buildable on hostile, no margin area
make them invulnerable
ask for them to be built near any town
also for recruit and ads objs, but only with friendly towns
- fix: stop planet enemies from attacking fauna, stop fauna from attacking enemies
- galaxy view filter to display all ships or only player ships
with save game persistence
- double points gained from research, reduce xp tiers a bit
- add hp power factor to all officer specs, including redshirts, for balance vs npc
- dont spawn fauna in tutoland
- update vis for any item stacks after obj destruction
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